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Post by Animayhem on Aug 23, 2017 16:57:21 GMT -5
In the 3.5 handbook it says Clerics have access to these bonus languages, Celestial for Good , Abyssal for Chaotic Evil and Infernal for Lawful Evil.
My question is this: In regards to FRC, do the above languages show as options for anyone to take or only show when you make a cleric?
My other question is: If they show for everybody but are listed as a bonus for clerics can the cleric keep the planar language and get another in addition?
I have not played a cleric in a long time so trying to refresh of the nuances of the class.
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Post by Animayhem on Aug 24, 2017 9:47:34 GMT -5
Another answered this question.
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Post by leshpar on Aug 26, 2017 4:35:15 GMT -5
So, for the sake of others, can you please post the answer here?
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Post by Munroe on Aug 26, 2017 6:59:55 GMT -5
In the 3.5 handbook it says Clerics have access to these bonus languages, Celestial for Good , Abyssal for Chaotic Evil and Infernal for Lawful Evil.
My question is this: In regards to FRC, do the above languages show as options for anyone to take or only show when you make a cleric?
My other question is: If they show for everybody but are listed as a bonus for clerics can the cleric keep the planar language and get another in addition?
I have not played a cleric in a long time so trying to refresh of the nuances of the class.
The Forgotten Realms Campaign Setting 3e ( FRCS) has different guidelines for available bonus languages from the Player's Handbook. In Forgotten Realms (as per FRCS page 85), and regardless of race or starting region, clerics receive the bonus language options of Abyssal, Celestial, and Infernal. Additionally, all characters, regardless of race or starting region, have the bonus language options of Common, Dwarven, Elven, Gnome, Goblin, Giant, Gnoll, Halfling, Orc, and Undercommon. (Wizards always have the option of Draconic while druids always have the bonus language of Sylvan available. It is also noted that druids know Druidic in addition to their other languages.) This does not mean the characters get those languages automatically (except druids get Druidic automatically as a class feature). This only means that the languages are options to be selected as bonus languages in addition to those potential bonus languages available to them by their race and starting region. A character that wishes to know a language outside of her available bonus languages list can't select it at character creation due to a high INT score, instead being required to spend points into the skill Speak Language to learn it. FR Cormyr (this server) is actually far more liberal about available bonus languages at character creation than the FRCS. Aside from Druidic (restricted to druids, an automatic language for them), and a few semi-restricted languages, including Draconic, the planar languages (including Celestial, Infernal, Abyssal, Auran, Terran, Ignan, and Aquan), and some dead languages, the list of available bonus languages is only governed by a "use common sense" guideline when picking starting bonus languages. If someone makes a cleric and seeks to start with one of the planar languages as a starting bonus language, but that language isn't showing up in the selection, a DM can assist with the acquisition of the language (assuming it is one that exists on FRC). If the character is not a cleric and would like one of the languages that is not available for selection at the Cormyr Border, the player may be asked to justify to the DM why the character would know the language. Note that such requests being satisfied is only the case with characters selecting languages at level one, and only if the character has the INT to support having a bonus language at level 1. Characters that later multi-class as cleric do not have the option to immediately gain training in a planar language merely by having an open language slot (either from INT or modified Lore) and must RP the learning of the language the same way any other character would. (Please PM me details if your character is role-playing the study of a language.) Bonus languages are not the same as automatic languages. Automatic languages are languages the character gets at level 1 by virtue of their race, starting region, and druid class (in the case of Druidic for druids). These generally consist of Common (everyone gets it, there is no widget), a racial language (for non-humans), and one regional language (though a few regions grant two regional languages automatically). Bonus languages are gained at level 1 by having a high Intelligence score, at a rate of one bonus language slot for each point of Intelligence modifier. So 12 INT (+1 mod) grants one bonus language slot, 14 INT (+2 mod) grants two bonus language slots, etc. At level 1 these slots may be filled at character creation or the player may select to leave them empty to be filled later in the course of RP. Beyond level 1, the learning of new bonus languages is done through RP and a language may only be learned if the character has an available bonus language slot. Bonus language slots are acquired by a combination of Intelligence bonus, bonuses to Lore, and Red Dragon Disciple levels. I've explained this elsewhere before, so I'm going to quote myself: Characters on FRC begin play speaking Common, their automatic regional language(s) (based on selected starting region), their racial language (humans do not have a racial language), and any languages they select as bonus languages due to high Intelligence score. Druids also gain druidic as an automatic class language. The means to gain bonus languages at character creation is by having an Intelligence bonus, gaining one language slot per point of Intelligence modifier. Bonus languages may be selected at character creation to fill all of these language slots or the slots may be kept open to study languages over time in-character. A mix of some selected bonus languages and some open language slots is possible. As characters advance on FRC they can elect to take their Intelligence ability score up as they advance in level. This Intelligence ability score increase can increase their Intelligence bonus. Permanent Intelligence increases (from Intelligence ability increases on level-up or feats that provide increased Intelligence ability score) that grant an increased Intelligence modifier also grant additional bonus language slots. These slots become available but are not immediately populated by languages. Any language gained after character creation is gained through RP of learning the language.
In addition to the above mentioned method of gaining bonus language slots from Intelligence, an additional method is being added for gaining bonus language slots after character creation. The second method of gaining language slots is slightly more complicated. It uses a value referred to here as the Speak Language Value. It is based on a character's Lore modifier, but with additions and subtractions. Modified Lore Value (Speak Language Value) for determining additional bonus language slots:
Permanent Lore bonus (including feats, racial abilities, and class abilities) ADD any Red Dragon Disciple levels SUBTRACT any positive Intelligence modifier
(Speak Language Value = total permanent Lore mod + RDD level - positive INT mod)
Each multiple of 10 in the Speak Language Value grants a bonus language slot.Language slots gained by this method may be used as additional bonus language slots to study languages in-character and learn them through roleplay. This method does not grant additional bonus language slots at character creation, nor do these bonus language slots automatically mean the character gains bonus languages. The languages themselves must be gained through roleplay; these potential additional language slots only open up the opportunity for language-learning roleplay to result in the gaining of languages. This method of gaining bonus language slots is in addition to bonus language slots gained from high Intelligence modifier.
Explanation for the Speak Language Value method: This method obviously benefits bards, Harper scouts, and red dragon disciples the most because they can more easily gain bonus language slots and in fact gain them as part of their class progress, but it also allows other characters an alternate means to gain additional language slots besides Intelligence score increases. All feats that grant a bonus to Lore are included in the calculation as well, so this method of gaining bonus language slots increases the value of those skill-boosting feats. ( Epic Skill Focus: Lore now grants a bonus language slot by itself.) Dwarves have a small racial bonus to Lore so can potentially gain bonus language slots at slightly lower level than other races. Bard, Harper scout, and dragon disciple have Speak Language as a class skill in D&D that causes languages to cost half as many skill points to learn and raises the cap on how many languages they can know through the Speak Language skill. In Neverwinter Nights the bard and Harper scout classes gain a class level bonus to Lore. Adding the number of red dragon disciple levels to the Lore value grants red dragon disciples the same effective class bonus to Lore for purposes of this calculation. Positive Intelligence modifier is subtracted from the Lore value because positive Intelligence modifier is already used to grant additional bonus language slots, and at a much higher rate per Intelligence bonus. Negative Intelligence modifier is not subtracted from the Lore value because negative Intelligence modifier does not reduce bonus language slots below 0.
I hope this is enough information to satisfy the inquiry. If not, I can field follow-up questions. I remember some people asked me questions in PMs after I made that post last year.
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